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<div class="header">
  <div class="summary">
<a href="classPxPhysics-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">PxPhysics Class Reference<span class="mlabels"><span class="mlabel">abstract</span></span><div class="ingroups"><a class="el" href="group__physics.html">Physics</a></div></div>  </div>
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<p>Abstract singleton factory class used for instancing objects in the Physics SDK.  
 <a href="classPxPhysics.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="PxPhysics_8h_source.html">PxPhysics.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Basics</div></td></tr>
<tr class="memitem:a5d2cea62dd20865d8c13b8d07bd6fb60"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a5d2cea62dd20865d8c13b8d07bd6fb60">~PxPhysics</a> ()</td></tr>
<tr class="separator:a5d2cea62dd20865d8c13b8d07bd6fb60"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a795e11d0e5ed6ac50af9c656f6a67e37"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a795e11d0e5ed6ac50af9c656f6a67e37">release</a> ()=0</td></tr>
<tr class="memdesc:a795e11d0e5ed6ac50af9c656f6a67e37"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destroys the instance it is called on.  <a href="#a795e11d0e5ed6ac50af9c656f6a67e37">More...</a><br /></td></tr>
<tr class="separator:a795e11d0e5ed6ac50af9c656f6a67e37"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1c2899065d7b3d9367a409b0207848cc"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxFoundation.html">PxFoundation</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a1c2899065d7b3d9367a409b0207848cc">getFoundation</a> ()=0</td></tr>
<tr class="memdesc:a1c2899065d7b3d9367a409b0207848cc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the Foundation instance.  <a href="#a1c2899065d7b3d9367a409b0207848cc">More...</a><br /></td></tr>
<tr class="separator:a1c2899065d7b3d9367a409b0207848cc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4209ffb5ab43cd7d9c6a59e4139c1993"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxAggregate.html">PxAggregate</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a4209ffb5ab43cd7d9c6a59e4139c1993">createAggregate</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> maxSize, bool enableSelfCollision)=0</td></tr>
<tr class="memdesc:a4209ffb5ab43cd7d9c6a59e4139c1993"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates an aggregate with the specified maximum size and selfCollision property.  <a href="#a4209ffb5ab43cd7d9c6a59e4139c1993">More...</a><br /></td></tr>
<tr class="separator:a4209ffb5ab43cd7d9c6a59e4139c1993"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae6b06e75ab03222d301a15e14c5ac467"><td class="memItemLeft" align="right" valign="top">virtual const <a class="el" href="classPxTolerancesScale.html">PxTolerancesScale</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#ae6b06e75ab03222d301a15e14c5ac467">getTolerancesScale</a> () const =0</td></tr>
<tr class="memdesc:ae6b06e75ab03222d301a15e14c5ac467"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the simulation tolerance parameters.  <a href="#ae6b06e75ab03222d301a15e14c5ac467">More...</a><br /></td></tr>
<tr class="separator:ae6b06e75ab03222d301a15e14c5ac467"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Meshes</div></td></tr>
<tr class="memitem:a29dcbbe128cef11eaf4ce5696c216dfd"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxTriangleMesh.html">PxTriangleMesh</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a29dcbbe128cef11eaf4ce5696c216dfd">createTriangleMesh</a> (<a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;stream)=0</td></tr>
<tr class="memdesc:a29dcbbe128cef11eaf4ce5696c216dfd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a triangle mesh object.  <a href="#a29dcbbe128cef11eaf4ce5696c216dfd">More...</a><br /></td></tr>
<tr class="separator:a29dcbbe128cef11eaf4ce5696c216dfd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a91183bc0ffba9000a0f76bf4d9bf5fa2"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a91183bc0ffba9000a0f76bf4d9bf5fa2">getNbTriangleMeshes</a> () const =0</td></tr>
<tr class="memdesc:a91183bc0ffba9000a0f76bf4d9bf5fa2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the number of triangle meshes that currently exist.  <a href="#a91183bc0ffba9000a0f76bf4d9bf5fa2">More...</a><br /></td></tr>
<tr class="separator:a91183bc0ffba9000a0f76bf4d9bf5fa2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa781fee3bcd9ea28cfaa45717c4a8738"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#aa781fee3bcd9ea28cfaa45717c4a8738">getTriangleMeshes</a> (<a class="el" href="classPxTriangleMesh.html">PxTriangleMesh</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:aa781fee3bcd9ea28cfaa45717c4a8738"><td class="mdescLeft">&#160;</td><td class="mdescRight">Writes the array of triangle mesh pointers to a user buffer.  <a href="#aa781fee3bcd9ea28cfaa45717c4a8738">More...</a><br /></td></tr>
<tr class="separator:aa781fee3bcd9ea28cfaa45717c4a8738"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1806546c22306e8d44b7ff7719fbcc99"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxHeightField.html">PxHeightField</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a1806546c22306e8d44b7ff7719fbcc99">createHeightField</a> (<a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;stream)=0</td></tr>
<tr class="memdesc:a1806546c22306e8d44b7ff7719fbcc99"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a heightfield object from previously cooked stream.  <a href="#a1806546c22306e8d44b7ff7719fbcc99">More...</a><br /></td></tr>
<tr class="separator:a1806546c22306e8d44b7ff7719fbcc99"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a92275b36165ce356aa217d17fbb3ac2c"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a92275b36165ce356aa217d17fbb3ac2c">getNbHeightFields</a> () const =0</td></tr>
<tr class="memdesc:a92275b36165ce356aa217d17fbb3ac2c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the number of heightfields that currently exist.  <a href="#a92275b36165ce356aa217d17fbb3ac2c">More...</a><br /></td></tr>
<tr class="separator:a92275b36165ce356aa217d17fbb3ac2c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad2470ec4f7a3b36664f92d08c3b42ba7"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#ad2470ec4f7a3b36664f92d08c3b42ba7">getHeightFields</a> (<a class="el" href="classPxHeightField.html">PxHeightField</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:ad2470ec4f7a3b36664f92d08c3b42ba7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Writes the array of heightfield pointers to a user buffer.  <a href="#ad2470ec4f7a3b36664f92d08c3b42ba7">More...</a><br /></td></tr>
<tr class="separator:ad2470ec4f7a3b36664f92d08c3b42ba7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a54fc5f8b0884977ccfd45ea829392a52"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxConvexMesh.html">PxConvexMesh</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a54fc5f8b0884977ccfd45ea829392a52">createConvexMesh</a> (<a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;stream)=0</td></tr>
<tr class="memdesc:a54fc5f8b0884977ccfd45ea829392a52"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a convex mesh object.  <a href="#a54fc5f8b0884977ccfd45ea829392a52">More...</a><br /></td></tr>
<tr class="separator:a54fc5f8b0884977ccfd45ea829392a52"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a372b961576ee45702d02618933e8db0d"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a372b961576ee45702d02618933e8db0d">getNbConvexMeshes</a> () const =0</td></tr>
<tr class="memdesc:a372b961576ee45702d02618933e8db0d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the number of convex meshes that currently exist.  <a href="#a372b961576ee45702d02618933e8db0d">More...</a><br /></td></tr>
<tr class="separator:a372b961576ee45702d02618933e8db0d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af842c37b9e11bf180465452e8dacfc06"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#af842c37b9e11bf180465452e8dacfc06">getConvexMeshes</a> (<a class="el" href="classPxConvexMesh.html">PxConvexMesh</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:af842c37b9e11bf180465452e8dacfc06"><td class="mdescLeft">&#160;</td><td class="mdescRight">Writes the array of convex mesh pointers to a user buffer.  <a href="#af842c37b9e11bf180465452e8dacfc06">More...</a><br /></td></tr>
<tr class="separator:af842c37b9e11bf180465452e8dacfc06"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a55e2319c4c8f51f7f9badbf2aef69f29"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxBVHStructure.html">PxBVHStructure</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a55e2319c4c8f51f7f9badbf2aef69f29">createBVHStructure</a> (<a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;stream)=0</td></tr>
<tr class="memdesc:a55e2319c4c8f51f7f9badbf2aef69f29"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a bounding volume hierarchy structure.  <a href="#a55e2319c4c8f51f7f9badbf2aef69f29">More...</a><br /></td></tr>
<tr class="separator:a55e2319c4c8f51f7f9badbf2aef69f29"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a811b31357dd44bcf7c632902cfb06625"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a811b31357dd44bcf7c632902cfb06625">getNbBVHStructures</a> () const =0</td></tr>
<tr class="memdesc:a811b31357dd44bcf7c632902cfb06625"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the number of bounding volume hierarchy structures that currently exist.  <a href="#a811b31357dd44bcf7c632902cfb06625">More...</a><br /></td></tr>
<tr class="separator:a811b31357dd44bcf7c632902cfb06625"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9ce0bf9fd2bb7c6d4e1247df43cb54d9"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a9ce0bf9fd2bb7c6d4e1247df43cb54d9">getBVHStructures</a> (<a class="el" href="classPxBVHStructure.html">PxBVHStructure</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:a9ce0bf9fd2bb7c6d4e1247df43cb54d9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Writes the array of bounding volume hierarchy structure pointers to a user buffer.  <a href="#a9ce0bf9fd2bb7c6d4e1247df43cb54d9">More...</a><br /></td></tr>
<tr class="separator:a9ce0bf9fd2bb7c6d4e1247df43cb54d9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Scenes</div></td></tr>
<tr class="memitem:a6dcded7be00c17004432a04a78569db1"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxScene.html">PxScene</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1">createScene</a> (const <a class="el" href="classPxSceneDesc.html">PxSceneDesc</a> &amp;sceneDesc)=0</td></tr>
<tr class="memdesc:a6dcded7be00c17004432a04a78569db1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a scene.  <a href="#a6dcded7be00c17004432a04a78569db1">More...</a><br /></td></tr>
<tr class="separator:a6dcded7be00c17004432a04a78569db1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af6181c2f379b52712bece3f7639fab1e"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#af6181c2f379b52712bece3f7639fab1e">getNbScenes</a> () const =0</td></tr>
<tr class="memdesc:af6181c2f379b52712bece3f7639fab1e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets number of created scenes.  <a href="#af6181c2f379b52712bece3f7639fab1e">More...</a><br /></td></tr>
<tr class="separator:af6181c2f379b52712bece3f7639fab1e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1ecd80a6f7c5239bd6cc50c5ea76156d"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a1ecd80a6f7c5239bd6cc50c5ea76156d">getScenes</a> (<a class="el" href="classPxScene.html">PxScene</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:a1ecd80a6f7c5239bd6cc50c5ea76156d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Writes the array of scene pointers to a user buffer.  <a href="#a1ecd80a6f7c5239bd6cc50c5ea76156d">More...</a><br /></td></tr>
<tr class="separator:a1ecd80a6f7c5239bd6cc50c5ea76156d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Actors</div></td></tr>
<tr class="memitem:a82949b1375677a8c58d64c7cd47b7f4b"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a82949b1375677a8c58d64c7cd47b7f4b">createRigidStatic</a> (const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;pose)=0</td></tr>
<tr class="memdesc:a82949b1375677a8c58d64c7cd47b7f4b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a static rigid actor with the specified pose and all other fields initialized to their default values.  <a href="#a82949b1375677a8c58d64c7cd47b7f4b">More...</a><br /></td></tr>
<tr class="separator:a82949b1375677a8c58d64c7cd47b7f4b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a58d338d214918182945c8fcb99325e20"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a58d338d214918182945c8fcb99325e20">createRigidDynamic</a> (const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;pose)=0</td></tr>
<tr class="memdesc:a58d338d214918182945c8fcb99325e20"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a dynamic rigid actor with the specified pose and all other fields initialized to their default values.  <a href="#a58d338d214918182945c8fcb99325e20">More...</a><br /></td></tr>
<tr class="separator:a58d338d214918182945c8fcb99325e20"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5c62ebf74c105e7ecf3eaba6949a42fa"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxPruningStructure.html">PxPruningStructure</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a5c62ebf74c105e7ecf3eaba6949a42fa">createPruningStructure</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> *const *actors, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> nbActors)=0</td></tr>
<tr class="memdesc:a5c62ebf74c105e7ecf3eaba6949a42fa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a pruning structure from actors.  <a href="#a5c62ebf74c105e7ecf3eaba6949a42fa">More...</a><br /></td></tr>
<tr class="separator:a5c62ebf74c105e7ecf3eaba6949a42fa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Shapes</div></td></tr>
<tr class="memitem:abc564607f208cbc1944880172a3d62fe"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="el" href="classPxShape.html">PxShape</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#abc564607f208cbc1944880172a3d62fe">createShape</a> (const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, const <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, bool isExclusive=false, <a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a> shapeFlags=<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a>)</td></tr>
<tr class="memdesc:abc564607f208cbc1944880172a3d62fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a shape which may be attached to multiple actors.  <a href="#abc564607f208cbc1944880172a3d62fe">More...</a><br /></td></tr>
<tr class="separator:abc564607f208cbc1944880172a3d62fe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afde7d3527975abe62c8b4951d9e69978"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxShape.html">PxShape</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#afde7d3527975abe62c8b4951d9e69978">createShape</a> (const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, <a class="el" href="classPxMaterial.html">PxMaterial</a> *const *materials, PxU16 materialCount, bool isExclusive=false, <a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a> shapeFlags=<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a>)=0</td></tr>
<tr class="memdesc:afde7d3527975abe62c8b4951d9e69978"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a shape which may be attached to multiple actors.  <a href="#afde7d3527975abe62c8b4951d9e69978">More...</a><br /></td></tr>
<tr class="separator:afde7d3527975abe62c8b4951d9e69978"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a084ff8d2b32c74056f95580cbb2a0cb3"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a084ff8d2b32c74056f95580cbb2a0cb3">getNbShapes</a> () const =0</td></tr>
<tr class="memdesc:a084ff8d2b32c74056f95580cbb2a0cb3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the number of shapes that currently exist.  <a href="#a084ff8d2b32c74056f95580cbb2a0cb3">More...</a><br /></td></tr>
<tr class="separator:a084ff8d2b32c74056f95580cbb2a0cb3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af8a7ab6d85ff7232e622a7127f5e2528"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#af8a7ab6d85ff7232e622a7127f5e2528">getShapes</a> (<a class="el" href="classPxShape.html">PxShape</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:af8a7ab6d85ff7232e622a7127f5e2528"><td class="mdescLeft">&#160;</td><td class="mdescRight">Writes the array of shape pointers to a user buffer.  <a href="#af8a7ab6d85ff7232e622a7127f5e2528">More...</a><br /></td></tr>
<tr class="separator:af8a7ab6d85ff7232e622a7127f5e2528"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Constraints and Articulations</div></td></tr>
<tr class="memitem:a1126f3f545ebe183be1753f62d1efc7d"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxConstraint.html">PxConstraint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a1126f3f545ebe183be1753f62d1efc7d">createConstraint</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, <a class="el" href="classPxConstraintConnector.html">PxConstraintConnector</a> &amp;connector, const <a class="el" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a> &amp;shaders, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> dataSize)=0</td></tr>
<tr class="memdesc:a1126f3f545ebe183be1753f62d1efc7d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a constraint shader.  <a href="#a1126f3f545ebe183be1753f62d1efc7d">More...</a><br /></td></tr>
<tr class="separator:a1126f3f545ebe183be1753f62d1efc7d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa65bf245c40886f007b7cda86dee9f3f"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxArticulation.html">PxArticulation</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#aa65bf245c40886f007b7cda86dee9f3f">createArticulation</a> ()=0</td></tr>
<tr class="memdesc:aa65bf245c40886f007b7cda86dee9f3f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates an articulation with all fields initialized to their default values.  <a href="#aa65bf245c40886f007b7cda86dee9f3f">More...</a><br /></td></tr>
<tr class="separator:aa65bf245c40886f007b7cda86dee9f3f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a07630a24a3f8f249feae94008eb41f06"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxArticulationReducedCoordinate.html">PxArticulationReducedCoordinate</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a07630a24a3f8f249feae94008eb41f06">createArticulationReducedCoordinate</a> ()=0</td></tr>
<tr class="memdesc:a07630a24a3f8f249feae94008eb41f06"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a reduced coordinate articulation with all fields initialized to their default values.  <a href="#a07630a24a3f8f249feae94008eb41f06">More...</a><br /></td></tr>
<tr class="separator:a07630a24a3f8f249feae94008eb41f06"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Materials</div></td></tr>
<tr class="memitem:a35c1965ae47b24e119c6a2d8ce25477e"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxMaterial.html">PxMaterial</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a35c1965ae47b24e119c6a2d8ce25477e">createMaterial</a> (PxReal <a class="el" href="PxContact_8h.html#a1ba3449497a66e9fdd43284db59e3b16">staticFriction</a>, PxReal <a class="el" href="PxContact_8h.html#aae3dd00c0f538145722eaa04898db49b">dynamicFriction</a>, PxReal <a class="el" href="PxContact_8h.html#a18b2ce476648ae63ac21250c88cb0189">restitution</a>)=0</td></tr>
<tr class="memdesc:a35c1965ae47b24e119c6a2d8ce25477e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new material with default properties.  <a href="#a35c1965ae47b24e119c6a2d8ce25477e">More...</a><br /></td></tr>
<tr class="separator:a35c1965ae47b24e119c6a2d8ce25477e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a051662877c0f3346ac7fa4f1bf4bcd95"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a051662877c0f3346ac7fa4f1bf4bcd95">getNbMaterials</a> () const =0</td></tr>
<tr class="memdesc:a051662877c0f3346ac7fa4f1bf4bcd95"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the number of materials that currently exist.  <a href="#a051662877c0f3346ac7fa4f1bf4bcd95">More...</a><br /></td></tr>
<tr class="separator:a051662877c0f3346ac7fa4f1bf4bcd95"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1a9cabf0c8c0f11d7eb7e948be2e32b0"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a1a9cabf0c8c0f11d7eb7e948be2e32b0">getMaterials</a> (<a class="el" href="classPxMaterial.html">PxMaterial</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:a1a9cabf0c8c0f11d7eb7e948be2e32b0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Writes the array of material pointers to a user buffer.  <a href="#a1a9cabf0c8c0f11d7eb7e948be2e32b0">More...</a><br /></td></tr>
<tr class="separator:a1a9cabf0c8c0f11d7eb7e948be2e32b0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Deletion Listeners</div></td></tr>
<tr class="memitem:a3eabed665fe069eed00fca73da25ae2b"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a3eabed665fe069eed00fca73da25ae2b">registerDeletionListener</a> (<a class="el" href="classPxDeletionListener.html">PxDeletionListener</a> &amp;observer, const <a class="el" href="group__physics.html#gafb4c5337ad84e1f9eeaa8d3d33caa819">PxDeletionEventFlags</a> &amp;deletionEvents, bool restrictedObjectSet=false)=0</td></tr>
<tr class="memdesc:a3eabed665fe069eed00fca73da25ae2b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register a deletion listener. Listeners will be called whenever an object is deleted.  <a href="#a3eabed665fe069eed00fca73da25ae2b">More...</a><br /></td></tr>
<tr class="separator:a3eabed665fe069eed00fca73da25ae2b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2a54be70acbcce6d2efe6130a4e94e8a"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a2a54be70acbcce6d2efe6130a4e94e8a">unregisterDeletionListener</a> (<a class="el" href="classPxDeletionListener.html">PxDeletionListener</a> &amp;observer)=0</td></tr>
<tr class="memdesc:a2a54be70acbcce6d2efe6130a4e94e8a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unregister a deletion listener.  <a href="#a2a54be70acbcce6d2efe6130a4e94e8a">More...</a><br /></td></tr>
<tr class="separator:a2a54be70acbcce6d2efe6130a4e94e8a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adf5fc0714a1ad19e0a2b2723ee4b1714"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#adf5fc0714a1ad19e0a2b2723ee4b1714">registerDeletionListenerObjects</a> (<a class="el" href="classPxDeletionListener.html">PxDeletionListener</a> &amp;observer, const <a class="el" href="classPxBase.html">PxBase</a> *const *observables, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> observableCount)=0</td></tr>
<tr class="memdesc:adf5fc0714a1ad19e0a2b2723ee4b1714"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register specific objects for deletion events.  <a href="#adf5fc0714a1ad19e0a2b2723ee4b1714">More...</a><br /></td></tr>
<tr class="separator:adf5fc0714a1ad19e0a2b2723ee4b1714"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aad319213709679f7ecddca5a97db29a4"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#aad319213709679f7ecddca5a97db29a4">unregisterDeletionListenerObjects</a> (<a class="el" href="classPxDeletionListener.html">PxDeletionListener</a> &amp;observer, const <a class="el" href="classPxBase.html">PxBase</a> *const *observables, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> observableCount)=0</td></tr>
<tr class="memdesc:aad319213709679f7ecddca5a97db29a4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unregister specific objects for deletion events.  <a href="#aad319213709679f7ecddca5a97db29a4">More...</a><br /></td></tr>
<tr class="separator:aad319213709679f7ecddca5a97db29a4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7a4588fd79b87766cb81fae3ddd4f074"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxPhysicsInsertionCallback.html">PxPhysicsInsertionCallback</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPhysics.html#a7a4588fd79b87766cb81fae3ddd4f074">getPhysicsInsertionCallback</a> ()=0</td></tr>
<tr class="memdesc:a7a4588fd79b87766cb81fae3ddd4f074"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object insertion interface.  <a href="#a7a4588fd79b87766cb81fae3ddd4f074">More...</a><br /></td></tr>
<tr class="separator:a7a4588fd79b87766cb81fae3ddd4f074"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Abstract singleton factory class used for instancing objects in the Physics SDK. </p>
<p>In addition you can use <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> to set global parameters which will effect all scenes and create objects that can be shared across multiple scenes.</p>
<p>You can get an instance of this class by calling <a class="el" href="group__physics.html#gad63c429157f9c8c87fcd0ea2f9b79f66" title="Creates an instance of the physics SDK with minimal additional components registered. ">PxCreateBasePhysics()</a> or <a class="el" href="group__physics.html#ga8039bfec65da68b2294a97175ddb2c66" title="Creates an instance of the physics SDK. ">PxCreatePhysics()</a> with pre-registered modules.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga8039bfec65da68b2294a97175ddb2c66" title="Creates an instance of the physics SDK. ">PxCreatePhysics()</a> <a class="el" href="group__physics.html#gad63c429157f9c8c87fcd0ea2f9b79f66" title="Creates an instance of the physics SDK with minimal additional components registered. ">PxCreateBasePhysics()</a> <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> <a class="el" href="structPxVisualizationParameter.html" title="Debug visualization parameters. ">PxVisualizationParameter</a> </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a5d2cea62dd20865d8c13b8d07bd6fb60"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5d2cea62dd20865d8c13b8d07bd6fb60">&#9670;&nbsp;</a></span>~PxPhysics()</h2>

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          <td class="memname">virtual PxPhysics::~PxPhysics </td>
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<span class="mlabels"><span class="mlabel">inline</span><span class="mlabel">virtual</span></span>  </td>
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<h2 class="groupheader">Member Function Documentation</h2>
<a id="a4209ffb5ab43cd7d9c6a59e4139c1993"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a4209ffb5ab43cd7d9c6a59e4139c1993">&#9670;&nbsp;</a></span>createAggregate()</h2>

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          <td class="memname">virtual <a class="el" href="classPxAggregate.html">PxAggregate</a>* PxPhysics::createAggregate </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>maxSize</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>enableSelfCollision</em>&#160;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
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<p>Creates an aggregate with the specified maximum size and selfCollision property. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">maxSize</td><td>The maximum number of actors that may be placed in the aggregate. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">enableSelfCollision</td><td>Whether the aggregate supports self-collision </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The new aggregate.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry. ">PxAggregate</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aa65bf245c40886f007b7cda86dee9f3f">&#9670;&nbsp;</a></span>createArticulation()</h2>

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          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>Creates an articulation with all fields initialized to their default values. </p>
<dl class="section return"><dt>Returns</dt><dd>the new articulation</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a>, <a class="el" href="group__physics.html#ga92144d0904f8a696f85737c576b88d9f" title="Enables the usage of the articulations feature. This function is called automatically inside PxCreate...">PxRegisterArticulations</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a07630a24a3f8f249feae94008eb41f06">&#9670;&nbsp;</a></span>createArticulationReducedCoordinate()</h2>

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          <td class="paramname"></td><td>)</td>
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<p>Creates a reduced coordinate articulation with all fields initialized to their default values. </p>
<dl class="section return"><dt>Returns</dt><dd>the new articulation</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxArticulationReducedCoordinate.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulationReducedCoordinate</a>, <a class="el" href="group__physics.html#gafa22d81f1318ef3c37f1d746ac686c22" title="Enables the usage of the reduced coordinate articulations feature. This function is called automatica...">PxRegisterArticulationsReducedCoordinate</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a55e2319c4c8f51f7f9badbf2aef69f29">&#9670;&nbsp;</a></span>createBVHStructure()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;&#160;</td>
          <td class="paramname"><em>stream</em></td><td>)</td>
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<p>Creates a bounding volume hierarchy structure. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">stream</td><td>The stream to load the BVH structure from. </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The new BVH structure.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBVHStructure.html" title="Class representing the bounding volume hierarchy structure. ">PxBVHStructure</a> <a class="el" href="classPxInputStream.html" title="Input stream class for I/O. ">PxInputStream</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1126f3f545ebe183be1753f62d1efc7d">&#9670;&nbsp;</a></span>createConstraint()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
          <td class="paramname"><em>actor0</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
          <td class="paramname"><em>actor1</em>, </td>
        </tr>
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          <td></td>
          <td class="paramtype"><a class="el" href="classPxConstraintConnector.html">PxConstraintConnector</a> &amp;&#160;</td>
          <td class="paramname"><em>connector</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a> &amp;&#160;</td>
          <td class="paramname"><em>shaders</em>, </td>
        </tr>
        <tr>
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          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>dataSize</em>&#160;</td>
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<p>Creates a constraint shader. </p>
<dl class="section note"><dt>Note</dt><dd>A constraint shader will get added automatically to the scene the two linked actors belong to. Either, but not both, of actor0 and actor1 may be NULL to denote attachment to the world.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>The first actor </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>The second actor </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">connector</td><td>The connector object, which the SDK uses to communicate with the infrastructure for the constraint </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">shaders</td><td>The shader functions for the constraint </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">dataSize</td><td>The size of the data block for the shader</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The new shader.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a54fc5f8b0884977ccfd45ea829392a52">&#9670;&nbsp;</a></span>createConvexMesh()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;&#160;</td>
          <td class="paramname"><em>stream</em></td><td>)</td>
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<p>Creates a convex mesh object. </p>
<p>This can then be instanced into <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> objects.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">stream</td><td>The stream to load the convex mesh from. </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The new convex mesh.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxConvexMesh.html" title="A convex mesh. ">PxConvexMesh</a> <a class="el" href="classPxConvexMesh.html#a6d2ce602a2383f40a3eb7d79e0c990d8" title="Decrements the reference count of a convex mesh and releases it if the new reference count is zero...">PxConvexMesh.release()</a> <a class="el" href="classPxInputStream.html" title="Input stream class for I/O. ">PxInputStream</a> <a class="el" href="classPxPhysics.html#a29dcbbe128cef11eaf4ce5696c216dfd" title="Creates a triangle mesh object. ">createTriangleMesh()</a> <a class="el" href="classPxConvexMeshGeometry.html" title="Convex mesh geometry class. ">PxConvexMeshGeometry</a> <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1806546c22306e8d44b7ff7719fbcc99">&#9670;&nbsp;</a></span>createHeightField()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;&#160;</td>
          <td class="paramname"><em>stream</em></td><td>)</td>
          <td></td>
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<p>Creates a heightfield object from previously cooked stream. </p>
<p>This can then be instanced into <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> objects.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">stream</td><td>The heightfield mesh stream. </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The new heightfield.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxHeightField.html" title="A height field class. ">PxHeightField</a> <a class="el" href="classPxHeightField.html#a6b35bf964920daa991d6b509cbc02744" title="Decrements the reference count of a height field and releases it if the new reference count is zero...">PxHeightField.release()</a> <a class="el" href="classPxInputStream.html" title="Input stream class for I/O. ">PxInputStream</a> <a class="el" href="group__physics.html#gae3a84455caaa6a7de67513ea29a315e1" title="Enables the usage of the heightfield feature. ">PxRegisterHeightFields</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a35c1965ae47b24e119c6a2d8ce25477e">&#9670;&nbsp;</a></span>createMaterial()</h2>

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          <td class="memname">virtual <a class="el" href="classPxMaterial.html">PxMaterial</a>* PxPhysics::createMaterial </td>
          <td>(</td>
          <td class="paramtype">PxReal&#160;</td>
          <td class="paramname"><em>staticFriction</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">PxReal&#160;</td>
          <td class="paramname"><em>dynamicFriction</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">PxReal&#160;</td>
          <td class="paramname"><em>restitution</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
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<p>Creates a new material with default properties. </p>
<dl class="section return"><dt>Returns</dt><dd>The new material.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">staticFriction</td><td>The coefficient of static friction </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">dynamicFriction</td><td>The coefficient of dynamic friction </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">restitution</td><td>The coefficient of restitution</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxMaterial.html" title="Material class to represent a set of surface properties. ">PxMaterial</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a5c62ebf74c105e7ecf3eaba6949a42fa">&#9670;&nbsp;</a></span>createPruningStructure()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *const *&#160;</td>
          <td class="paramname"><em>actors</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>nbActors</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
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<p>Creates a pruning structure from actors. </p>
<dl class="section note"><dt>Note</dt><dd>Every provided actor needs at least one shape with the eSCENE_QUERY_SHAPE flag set. </dd>
<dd>
Both static and dynamic actors can be provided. </dd>
<dd>
It is not allowed to pass in actors which are already part of a scene. </dd>
<dd>
Articulation links cannot be provided.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">actors</td><td>Array of actors to add to the pruning structure. Must be non NULL. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">nbActors</td><td>Number of actors in the array. Must be &gt;0. </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Pruning structure created from given actors, or NULL if any of the actors did not comply with the above requirements. </dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a> <a class="el" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors. ">PxPruningStructure</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a58d338d214918182945c8fcb99325e20">&#9670;&nbsp;</a></span>createRigidDynamic()</h2>

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          <td class="memname">virtual <a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a>* PxPhysics::createRigidDynamic </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
          <td class="paramname"><em>pose</em></td><td>)</td>
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<p>Creates a dynamic rigid actor with the specified pose and all other fields initialized to their default values. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">pose</td><td>The initial pose of the actor. Must be a valid transform</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a82949b1375677a8c58d64c7cd47b7f4b">&#9670;&nbsp;</a></span>createRigidStatic()</h2>

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          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
          <td class="paramname"><em>pose</em></td><td>)</td>
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<p>Creates a static rigid actor with the specified pose and all other fields initialized to their default values. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">pose</td><td>The initial pose of the actor. Must be a valid transform</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a6dcded7be00c17004432a04a78569db1">&#9670;&nbsp;</a></span>createScene()</h2>

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          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxSceneDesc.html">PxSceneDesc</a> &amp;&#160;</td>
          <td class="paramname"><em>sceneDesc</em></td><td>)</td>
          <td></td>
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<p>Creates a scene. </p>
<dl class="section note"><dt>Note</dt><dd>Every scene uses a Thread Local Storage slot. This imposes a platform specific limit on the number of scenes that can be created.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">sceneDesc</td><td>Scene descriptor. See <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a> </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The new scene object.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> <a class="el" href="classPxScene.html#a61f68a8c516aea477cc5328b00c976ed" title="Deletes the scene. ">PxScene.release()</a> <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#abc564607f208cbc1944880172a3d62fe">&#9670;&nbsp;</a></span>createShape() <span class="overload">[1/2]</span></h2>

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          <td class="memname"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="el" href="classPxShape.html">PxShape</a>* PxPhysics::createShape </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
          <td class="paramname"><em>geometry</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;&#160;</td>
          <td class="paramname"><em>material</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isExclusive</em> = <code>false</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a>&#160;</td>
          <td class="paramname"><em>shapeFlags</em> = <code><a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>&#160;|&#160;<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>&#160;|&#160;<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a></code>&#160;</td>
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          <td>)</td>
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<p>Creates a shape which may be attached to multiple actors. </p>
<p>The shape will be created with a reference count of 1.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>The geometry for the shape </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">material</td><td>The material for the shape </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">isExclusive</td><td>Whether this shape is exclusive to a single actor or maybe be shared </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">shapeFlags</td><td>The PxShapeFlags to be set</td></tr>
  </table>
  </dd>
</dl>
<p>Shared shapes are not mutable when they are attached to an actor</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> </dd></dl>

<p class="reference">References <a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#afde7d3527975abe62c8b4951d9e69978">&#9670;&nbsp;</a></span>createShape() <span class="overload">[2/2]</span></h2>

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          <td class="memname">virtual <a class="el" href="classPxShape.html">PxShape</a>* PxPhysics::createShape </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
          <td class="paramname"><em>geometry</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> *const *&#160;</td>
          <td class="paramname"><em>materials</em>, </td>
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          <td></td>
          <td class="paramtype">PxU16&#160;</td>
          <td class="paramname"><em>materialCount</em>, </td>
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          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isExclusive</em> = <code>false</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a>&#160;</td>
          <td class="paramname"><em>shapeFlags</em> = <code><a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a></code>&#160;</td>
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          <td>)</td>
          <td></td><td></td>
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<p>Creates a shape which may be attached to multiple actors. </p>
<p>The shape will be created with a reference count of 1.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>The geometry for the shape </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">materials</td><td>The materials for the shape </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">materialCount</td><td>The number of materials </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">isExclusive</td><td>Whether this shape is exclusive to a single actor or may be shared </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">shapeFlags</td><td>The PxShapeFlags to be set</td></tr>
  </table>
  </dd>
</dl>
<p>Shared shapes are not mutable when they are attached to an actor</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a29dcbbe128cef11eaf4ce5696c216dfd">&#9670;&nbsp;</a></span>createTriangleMesh()</h2>

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          <td class="memname">virtual <a class="el" href="classPxTriangleMesh.html">PxTriangleMesh</a>* PxPhysics::createTriangleMesh </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxInputStream.html">PxInputStream</a> &amp;&#160;</td>
          <td class="paramname"><em>stream</em></td><td>)</td>
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<p>Creates a triangle mesh object. </p>
<p>This can then be instanced into <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> objects.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">stream</td><td>The triangle mesh stream. </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The new triangle mesh.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;. ">PxTriangleMesh</a> <a class="el" href="structPxMeshPreprocessingFlag.html" title="Enum for the set of mesh pre-processing parameters. ">PxMeshPreprocessingFlag</a> <a class="el" href="classPxTriangleMesh.html#a168cc0000372c63857d128d04f1d32fa" title="Decrements the reference count of a triangle mesh and releases it if the new reference count is zero...">PxTriangleMesh.release()</a> <a class="el" href="classPxInputStream.html" title="Input stream class for I/O. ">PxInputStream</a> <a class="el" href="structPxTriangleMeshFlag.html" title="Flags for the mesh geometry properties. ">PxTriangleMeshFlag</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a9ce0bf9fd2bb7c6d4e1247df43cb54d9">&#9670;&nbsp;</a></span>getBVHStructures()</h2>

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          <td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxPhysics::getBVHStructures </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxBVHStructure.html">PxBVHStructure</a> **&#160;</td>
          <td class="paramname"><em>userBuffer</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>bufferSize</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
        </tr>
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          <td></td>
          <td>)</td>
          <td></td><td> const</td>
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<p>Writes the array of bounding volume hierarchy structure pointers to a user buffer. </p>
<p>Returns the number of pointers written.</p>
<p>The ordering of the BVH structures in the array is not specified.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive BVH structure pointers. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>The number of BVH structure pointers which can be stored in the buffer. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first BVH structure pointer to be retrieved </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The number of BVH structure pointers written to userBuffer, this should be less or equal to bufferSize.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a811b31357dd44bcf7c632902cfb06625" title="Return the number of bounding volume hierarchy structures that currently exist. ">getNbBVHStructures()</a> <a class="el" href="classPxBVHStructure.html" title="Class representing the bounding volume hierarchy structure. ">PxBVHStructure</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af842c37b9e11bf180465452e8dacfc06">&#9670;&nbsp;</a></span>getConvexMeshes()</h2>

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          <td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxPhysics::getConvexMeshes </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxConvexMesh.html">PxConvexMesh</a> **&#160;</td>
          <td class="paramname"><em>userBuffer</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>bufferSize</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
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          <td></td><td> const</td>
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<p>Writes the array of convex mesh pointers to a user buffer. </p>
<p>Returns the number of pointers written.</p>
<p>The ordering of the convex meshes in the array is not specified.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive convex mesh pointers. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>The number of convex mesh pointers which can be stored in the buffer. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first convex mesh pointer to be retrieved </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The number of convex mesh pointers written to userBuffer, this should be less or equal to bufferSize.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a372b961576ee45702d02618933e8db0d" title="Return the number of convex meshes that currently exist. ">getNbConvexMeshes()</a> <a class="el" href="classPxConvexMesh.html" title="A convex mesh. ">PxConvexMesh</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1c2899065d7b3d9367a409b0207848cc">&#9670;&nbsp;</a></span>getFoundation()</h2>

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<p>Retrieves the Foundation instance. </p>
<dl class="section return"><dt>Returns</dt><dd>A reference to the Foundation object. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ad2470ec4f7a3b36664f92d08c3b42ba7">&#9670;&nbsp;</a></span>getHeightFields()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxHeightField.html">PxHeightField</a> **&#160;</td>
          <td class="paramname"><em>userBuffer</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>bufferSize</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
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          <td></td>
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          <td></td><td> const</td>
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<p>Writes the array of heightfield pointers to a user buffer. </p>
<p>Returns the number of pointers written.</p>
<p>The ordering of the heightfields in the array is not specified.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive heightfield pointers. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>The number of heightfield pointers which can be stored in the buffer. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first heightfield pointer to be retrieved </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The number of heightfield pointers written to userBuffer, this should be less or equal to bufferSize.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a92275b36165ce356aa217d17fbb3ac2c" title="Return the number of heightfields that currently exist. ">getNbHeightFields()</a> <a class="el" href="classPxHeightField.html" title="A height field class. ">PxHeightField</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1a9cabf0c8c0f11d7eb7e948be2e32b0">&#9670;&nbsp;</a></span>getMaterials()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> **&#160;</td>
          <td class="paramname"><em>userBuffer</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>bufferSize</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
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          <td>)</td>
          <td></td><td> const</td>
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<p>Writes the array of material pointers to a user buffer. </p>
<p>Returns the number of pointers written.</p>
<p>The ordering of the materials in the array is not specified.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive material pointers. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>The number of material pointers which can be stored in the buffer. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first material pointer to be retrieved </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>The number of material pointers written to userBuffer, this should be less or equal to bufferSize.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a051662877c0f3346ac7fa4f1bf4bcd95" title="Return the number of materials that currently exist. ">getNbMaterials()</a> <a class="el" href="classPxMaterial.html" title="Material class to represent a set of surface properties. ">PxMaterial</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a811b31357dd44bcf7c632902cfb06625">&#9670;&nbsp;</a></span>getNbBVHStructures()</h2>

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<p>Return the number of bounding volume hierarchy structures that currently exist. </p>
<dl class="section return"><dt>Returns</dt><dd>Number of bounding volume hierarchy structures.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a9ce0bf9fd2bb7c6d4e1247df43cb54d9" title="Writes the array of bounding volume hierarchy structure pointers to a user buffer. ">getBVHStructures()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a372b961576ee45702d02618933e8db0d">&#9670;&nbsp;</a></span>getNbConvexMeshes()</h2>

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          <td class="paramname"></td><td>)</td>
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<p>Return the number of convex meshes that currently exist. </p>
<dl class="section return"><dt>Returns</dt><dd>Number of convex meshes.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#af842c37b9e11bf180465452e8dacfc06" title="Writes the array of convex mesh pointers to a user buffer. ">getConvexMeshes()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a92275b36165ce356aa217d17fbb3ac2c">&#9670;&nbsp;</a></span>getNbHeightFields()</h2>

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<p>Return the number of heightfields that currently exist. </p>
<dl class="section return"><dt>Returns</dt><dd>Number of heightfields.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#ad2470ec4f7a3b36664f92d08c3b42ba7" title="Writes the array of heightfield pointers to a user buffer. ">getHeightFields()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a051662877c0f3346ac7fa4f1bf4bcd95">&#9670;&nbsp;</a></span>getNbMaterials()</h2>

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<p>Return the number of materials that currently exist. </p>
<dl class="section return"><dt>Returns</dt><dd>Number of materials.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a1a9cabf0c8c0f11d7eb7e948be2e32b0" title="Writes the array of material pointers to a user buffer. ">getMaterials()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af6181c2f379b52712bece3f7639fab1e">&#9670;&nbsp;</a></span>getNbScenes()</h2>

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<p>Gets number of created scenes. </p>
<dl class="section return"><dt>Returns</dt><dd>The number of scenes created.</dd></dl>
<dl class="section see"><dt>See also</dt><dd>getScene() </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a084ff8d2b32c74056f95580cbb2a0cb3">&#9670;&nbsp;</a></span>getNbShapes()</h2>

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<p>Return the number of shapes that currently exist. </p>
<dl class="section return"><dt>Returns</dt><dd>Number of shapes.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#af8a7ab6d85ff7232e622a7127f5e2528" title="Writes the array of shape pointers to a user buffer. ">getShapes()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a91183bc0ffba9000a0f76bf4d9bf5fa2">&#9670;&nbsp;</a></span>getNbTriangleMeshes()</h2>

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<p>Return the number of triangle meshes that currently exist. </p>
<dl class="section return"><dt>Returns</dt><dd>Number of triangle meshes.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#aa781fee3bcd9ea28cfaa45717c4a8738" title="Writes the array of triangle mesh pointers to a user buffer. ">getTriangleMeshes()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a7a4588fd79b87766cb81fae3ddd4f074">&#9670;&nbsp;</a></span>getPhysicsInsertionCallback()</h2>

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<p>Gets <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object insertion interface. </p>
<p>The insertion interface is needed ie. for <a class="el" href="classPxCooking.html#a227e676ba5b15b9cf292fd457427b13b" title="Cooks and creates a triangle mesh and inserts it into PxPhysics. ">PxCooking::createTriangleMesh</a>, this allows runtime mesh creation. This is not advised to do, please use offline cooking if possible.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxCooking.html#a227e676ba5b15b9cf292fd457427b13b" title="Cooks and creates a triangle mesh and inserts it into PxPhysics. ">PxCooking::createTriangleMesh</a> PxCooking::createHeightfield </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1ecd80a6f7c5239bd6cc50c5ea76156d">&#9670;&nbsp;</a></span>getScenes()</h2>

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          <td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxPhysics::getScenes </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxScene.html">PxScene</a> **&#160;</td>
          <td class="paramname"><em>userBuffer</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>bufferSize</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
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<p>Writes the array of scene pointers to a user buffer. </p>
<p>Returns the number of pointers written.</p>
<p>The ordering of the scene pointers in the array is not specified.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive scene pointers. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>The number of scene pointers which can be stored in the buffer. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first scene pointer to be retrieved </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>The number of scene pointers written to userBuffer, this should be less or equal to bufferSize.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#af6181c2f379b52712bece3f7639fab1e" title="Gets number of created scenes. ">getNbScenes()</a> <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af8a7ab6d85ff7232e622a7127f5e2528">&#9670;&nbsp;</a></span>getShapes()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxShape.html">PxShape</a> **&#160;</td>
          <td class="paramname"><em>userBuffer</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>bufferSize</em>, </td>
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          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
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<p>Writes the array of shape pointers to a user buffer. </p>
<p>Returns the number of pointers written.</p>
<p>The ordering of the shapes in the array is not specified.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive shape pointers. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>The number of shape pointers which can be stored in the buffer. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first shape pointer to be retrieved </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>The number of shape pointers written to userBuffer, this should be less or equal to bufferSize.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a084ff8d2b32c74056f95580cbb2a0cb3" title="Return the number of shapes that currently exist. ">getNbShapes()</a> <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ae6b06e75ab03222d301a15e14c5ac467">&#9670;&nbsp;</a></span>getTolerancesScale()</h2>

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<p>Returns the simulation tolerance parameters. </p>
<dl class="section return"><dt>Returns</dt><dd>The current simulation tolerance parameters. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aa781fee3bcd9ea28cfaa45717c4a8738">&#9670;&nbsp;</a></span>getTriangleMeshes()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxTriangleMesh.html">PxTriangleMesh</a> **&#160;</td>
          <td class="paramname"><em>userBuffer</em>, </td>
        </tr>
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          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>bufferSize</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
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<p>Writes the array of triangle mesh pointers to a user buffer. </p>
<p>Returns the number of pointers written.</p>
<p>The ordering of the triangle meshes in the array is not specified.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive triangle mesh pointers. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>The number of triangle mesh pointers which can be stored in the buffer. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first mesh pointer to be retrieved </td></tr>
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  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The number of triangle mesh pointers written to userBuffer, this should be less or equal to bufferSize.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a91183bc0ffba9000a0f76bf4d9bf5fa2" title="Return the number of triangle meshes that currently exist. ">getNbTriangleMeshes()</a> <a class="el" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;. ">PxTriangleMesh</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a3eabed665fe069eed00fca73da25ae2b">&#9670;&nbsp;</a></span>registerDeletionListener()</h2>

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          <td class="paramname"><em>observer</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="group__physics.html#gafb4c5337ad84e1f9eeaa8d3d33caa819">PxDeletionEventFlags</a> &amp;&#160;</td>
          <td class="paramname"><em>deletionEvents</em>, </td>
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<p>Register a deletion listener. Listeners will be called whenever an object is deleted. </p>
<p>It is illegal to register or unregister a deletion listener while deletions are being processed.</p>
<dl class="section note"><dt>Note</dt><dd>By default a registered listener will receive events from all objects. Set the restrictedObjectSet parameter to true on registration and use <a class="el" href="classPxPhysics.html#adf5fc0714a1ad19e0a2b2723ee4b1714" title="Register specific objects for deletion events. ">registerDeletionListenerObjects</a> to restrict the received events to specific objects.</dd>
<dd>
The deletion events are only supported on core PhysX objects. In general, objects in extension modules do not provide this functionality, however, in the case of <a class="el" href="classPxJoint.html" title="a base interface providing common functionality for PhysX joints ">PxJoint</a> objects, the underlying <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> will send the events.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramdir">[in]</td><td class="paramname">observer</td><td>Observer object to send notifications to. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">deletionEvents</td><td>The deletion event types to get notified of. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">restrictedObjectSet</td><td>If false, the deletion listener will get events from all objects, else the objects to receive events from have to be specified explicitly through <a class="el" href="classPxPhysics.html#adf5fc0714a1ad19e0a2b2723ee4b1714" title="Register specific objects for deletion events. ">registerDeletionListenerObjects</a>.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxDeletionListener.html" title="interface to get notification on object deletion ">PxDeletionListener</a> <a class="el" href="classPxPhysics.html#a2a54be70acbcce6d2efe6130a4e94e8a" title="Unregister a deletion listener. ">unregisterDeletionListener</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#adf5fc0714a1ad19e0a2b2723ee4b1714">&#9670;&nbsp;</a></span>registerDeletionListenerObjects()</h2>

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          <td class="memname">virtual void PxPhysics::registerDeletionListenerObjects </td>
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<p>Register specific objects for deletion events. </p>
<p>This method allows for a deletion listener to limit deletion events to specific objects only.</p>
<dl class="section note"><dt>Note</dt><dd>It is illegal to register or unregister objects while deletions are being processed.</dd>
<dd>
The deletion listener has to be registered through <a class="el" href="classPxPhysics.html#a3eabed665fe069eed00fca73da25ae2b" title="Register a deletion listener. Listeners will be called whenever an object is deleted. ">registerDeletionListener()</a> and configured to support restricted objects sets prior to this method being used.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramdir">[in]</td><td class="paramname">observer</td><td>Observer object to send notifications to. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">observables</td><td>List of objects for which to receive deletion events. Only PhysX core objects are supported. In the case of <a class="el" href="classPxJoint.html" title="a base interface providing common functionality for PhysX joints ">PxJoint</a> objects, the underlying <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> can be used to get the events. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">observableCount</td><td>Size of the observables list.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxDeletionListener.html" title="interface to get notification on object deletion ">PxDeletionListener</a> <a class="el" href="classPxPhysics.html#aad319213709679f7ecddca5a97db29a4" title="Unregister specific objects for deletion events. ">unregisterDeletionListenerObjects</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a795e11d0e5ed6ac50af9c656f6a67e37">&#9670;&nbsp;</a></span>release()</h2>

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<p>Destroys the instance it is called on. </p>
<p>Use this release method to destroy an instance of this class. Be sure to not keep a reference to this object after calling release. Avoid release calls while a scene is simulating (in between simulate() and fetchResults() calls).</p>
<p>Note that this must be called once for each prior call to PxCreatePhysics, as there is a reference counter. Also note that you mustn't destroy the allocator or the error callback (if available) until after the reference count reaches 0 and the SDK is actually removed.</p>
<p>Releasing an SDK will also release any scenes, triangle meshes, convex meshes, heightfields and shapes created through it, provided the user hasn't already done so.</p>
<dl class="section note"><dt>Note</dt><dd>This function is required to be called to release foundation usage.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga8039bfec65da68b2294a97175ddb2c66" title="Creates an instance of the physics SDK. ">PxCreatePhysics()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a2a54be70acbcce6d2efe6130a4e94e8a">&#9670;&nbsp;</a></span>unregisterDeletionListener()</h2>

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          <td class="paramtype"><a class="el" href="classPxDeletionListener.html">PxDeletionListener</a> &amp;&#160;</td>
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<p>Unregister a deletion listener. </p>
<p>It is illegal to register or unregister a deletion listener while deletions are being processed.</p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramdir">[in]</td><td class="paramname">observer</td><td>Observer object to send notifications to</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxDeletionListener.html" title="interface to get notification on object deletion ">PxDeletionListener</a> <a class="el" href="classPxPhysics.html#a3eabed665fe069eed00fca73da25ae2b" title="Register a deletion listener. Listeners will be called whenever an object is deleted. ">registerDeletionListener</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aad319213709679f7ecddca5a97db29a4">&#9670;&nbsp;</a></span>unregisterDeletionListenerObjects()</h2>

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          <td class="memname">virtual void PxPhysics::unregisterDeletionListenerObjects </td>
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          <td class="paramtype"><a class="el" href="classPxDeletionListener.html">PxDeletionListener</a> &amp;&#160;</td>
          <td class="paramname"><em>observer</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classPxBase.html">PxBase</a> *const *&#160;</td>
          <td class="paramname"><em>observables</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
          <td class="paramname"><em>observableCount</em>&#160;</td>
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<p>Unregister specific objects for deletion events. </p>
<p>This method allows to clear previously registered objects for a deletion listener (see <a class="el" href="classPxPhysics.html#adf5fc0714a1ad19e0a2b2723ee4b1714" title="Register specific objects for deletion events. ">registerDeletionListenerObjects()</a>).</p>
<dl class="section note"><dt>Note</dt><dd>It is illegal to register or unregister objects while deletions are being processed.</dd>
<dd>
The deletion listener has to be registered through <a class="el" href="classPxPhysics.html#a3eabed665fe069eed00fca73da25ae2b" title="Register a deletion listener. Listeners will be called whenever an object is deleted. ">registerDeletionListener()</a> and configured to support restricted objects sets prior to this method being used.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramdir">[in]</td><td class="paramname">observer</td><td>Observer object to stop sending notifications to. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">observables</td><td>List of objects for which to not receive deletion events anymore. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">observableCount</td><td>Size of the observables list.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxDeletionListener.html" title="interface to get notification on object deletion ">PxDeletionListener</a> <a class="el" href="classPxPhysics.html#adf5fc0714a1ad19e0a2b2723ee4b1714" title="Register specific objects for deletion events. ">registerDeletionListenerObjects</a> </dd></dl>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxPhysics_8h_source.html">PxPhysics.h</a></li>
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